SplinterFaction Real-time strategy
Factions

The Federation of Kala and the Loz Alliance stand as reflections of each other. One ruled by vengeance, the other by conviction. Both born from the ashes of the same world. Both believing their path is salvation.

Placeholder: Federation of Kala key art

Federation of Kala

Speed · Stealth · Sustainability

  • Fast walkers — legged chassis that reposition rapidly
  • Hull regeneration, and the Healstation
  • True cloaking: invisible to eyes and seismic sensors
  • Disruption weapons that blind, silence, then immobilise
  • Missiles, plasma, particle beams

"Fed" for short. Obsessed with offence and speed, the Federation perfected regenerative hulls and plasma arrays. Fed arrive first, leave first, and choose whether a fight happens at all.

Damage is a loan. Hulls regenerate out of combat, and healstations repair units rotating off the line. A grinding engagement costs Fed time rather than army.

Weakness: individual units are fragile. Caught in the open, or pinned somewhere they can't withdraw, Fed evaporates. Fed is never allowed to be careless — but is allowed to be wrong twice, which Loz isn't.

Full Federation unit reference

Placeholder: Loz Alliance key art

Loz Alliance

Mass · Protection · Inevitability

  • Slow, heavy tanks
  • Personal shields on every unit — recharge fast, free to run
  • Projected shields: the Protector, Small and Large Generators
  • Heat weapons that cook a target toward detonation
  • Railguns, lightning, microwave beams

A coalition of defenders who swore to shield the innocent, even from their own species. The Alliance forged energy shields that regenerate faster than flesh. A Loz line that gets into position and stays there is very hard to move.

Damage is a bill. Shields absorb damage before the hull and refill on their own. But there's no hull regeneration and no healstation — once a shield collapses, every hull point lost is gone for the rest of the match.

Weakness: you cannot choose your engagements. A faster opponent decides when and where fights happen, and every one you enter, you are committed to.

Full Loz Alliance unit reference

How to play each

If you're Fed: you can afford to press

  • Don't stand and slug. Trading blows in a static line against Loz shields is playing their game.
  • Raid constantly. Converters, constructors, supply depots. Leave before the response arrives.
  • Kite. Shoot, withdraw, shoot again. The Storm is explicitly designed for this.
  • Rotate through healstations. Build them behind your front, not in it. Hit, withdraw, heal, return — each cycle costs your opponent permanently and costs you almost nothing.
  • Use cloak to position, not to hide. A cloaked army that decloaks into their rear is worth more than a cloaked army sitting at home.
  • Cloak freely. It costs no energy. There's no reason to ration it.

The trap: assuming regeneration makes you durable. It makes you recoverable, which is only useful if you survive to withdraw. A dead unit regenerates nothing.

If you're Loz: make every engagement count

  • Advance deliberately and hold what you take. You don't raid; you arrive.
  • Rotate on shield state. Pull depleted units back, push fresh ones forward, reshape the front with the drag-line. This converts permanent hull loss into temporary shield loss — the single highest-value Loz technique.
  • Layer your shields. Personal, a Protector in the formation, generators over key ground. Each layer is damage your hulls never take.
  • Shield everything, freely. No energy cost, no upkeep.
  • Force fights Fed can't disengage from. Chokepoints, pincers, cut off the retreat.
  • Run ferry lines. Your units are slow; don't make them walk.

The trap: staying "just a bit longer" after the shields drop. That's the moment the engagement starts costing you real money — and it's exactly when it feels like you're winning.

The matchup

Fed vs. Loz is a race between attrition and commitment. Fed's plan: never fight fair — bleed shields through repeated skirmishes, disengage, regenerate, win on cumulative permanent damage. Loz's plan: refuse to be bled — force decisive engagements, take ground and hold it, and win on the fact that a Fed army that gets caught dies.

What decides itWhy
EconomyNeither faction's signature system costs energy, so it's the plain question of who converts more metal, fields more army, and researches faster. The faction mechanics are free; the army using them is not.
InformationWith no radar and Fed cloaking suppressing seismic pings, Loz can be attacked by an army they never saw coming. Loz must scout relentlessly and sweep ground before crossing it.
Whether Loz can force the fightEverything else follows from this. Fed's entire strategy is refusing pitched battles; Loz's entire strategy is imposing them.

New to the game? Start with the Federation of Kala. Fed units are faster and lighter, which makes them more forgiving while you're learning — you can pull out of a bad fight and undo errors that would be permanent otherwise. Loz is a skill worth having; just not on game one. You can switch every match.

You choose twice. Once in the lobby, and again when the game loads. Your allies can see what you picked. Your enemies cannot — they don't know whether they're facing cloaked walkers or shielded tanks until they scout you.

Why the Federation splintered